New Utility Spell Ideas: Storm

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New Utility Spell Ideas: Storm

As we fast approach the end of Empyrea, I believe it is high time we received some new utility spells. As such I have designed 3 new utility spells for each school. I imagine them being acquired at lvl 30, lvl 60 and lvl 90. Each spell follows one of three design principles: 1) Tool(s) a school is missing 2) Team assistive spell and 3) Individual spell. For our final installment of this series, we have the Storm school! All cards created by LegendsoftheSpiral’s Card Creator!

Balance Spells Here

Death Spells Here

Fire Spells Here

Ice Spells Here

Life Spells Here

Myth Spells Here

 

Name: High Tide

Type: Enhancement

Accuracy: 100%

Cost: 0 pips

Description: Change a storm attack spell from dealing Storm damage to dealing Moon damage. If it is a 7 pip or higher spell, also reduce the spell’s cost by 1 pip

Explanation: Storm’s biggest problem in the arena throughout the ages is that it has no way to deal with Storm shields. This spell makes strides towards solving this issue by changing Storm damage to Moon damage. This means that Storm specific shields would have no effect on this attack. However, this is balanced by the fact that it also cannot be buffed by Storm blades/bubbles and can be defended with universal debuffs. Finally, as this is an enhancement that will take the place of damage enhancements it gives the minor compensation of a 1 pip decrease in cost to 7 pip and higher spells.

Acquired: Lvl 30

 

Name: Wipeout

Type: Manipulation

Accuracy: 100%

Cost: 6 pips

Description: Remove all positive charms from the enemy team, Remove all negative charms from your team.

Explanation: The ultimate in charm removal spells that wipes out your enemy’s buffs while cleansing the entire team.

Acquired: Lvl 60

 

Name: Revenge Bolt

Type: Attack/Heal

Accuracy: 100%

Cost: 14 pips

Description: Deal 1000 storm damage to the enemy target and heal 500 to self. Reduce the spell cost by 1 for each hit taken this battle.

Explanation: A powerful spell that significantly helps storm’s late game potential. It initially costs a prohibitive amount of pips but gets cheaper the more hits the Storm wizard endures.

Acquired: Lvl 90

What do you think of these spell ideas?
Let us know in the comments below!



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New Utility Spell Ideas: Myth

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New Utility Spell Ideas: Myth

As we fast approach the end of Empyrea, I believe it is high time we received some new utility spells. As such I have designed 3 new utility spells for each school. I imagine them being acquired at lvl 30, lvl 60 and lvl 90. Each spell follows one of three design principles: 1) Tool(s) a school is missing 2) Team assistive spell and 3) Individual spell. Let your imagination go wild with these myth spell ideas! All cards created by LegendsoftheSpiral’s Card Creator!

Other parts of this series:

Balance Spells Here
Fire Spells Here
Ice Spells Here
Life Spells Here
Death Spells Here

 

Myth Spells

Name: Tribal Ritual
Type: Enchantment
Accuracy: 100%
Cost: 0 pips

Description: Transform a minion into a “Spirit Totem”. Spirit Totem properties are as follows:

-The Spirit Totem retains all the spells of the minion it comes from (same AI as well)

-The Spirit Totem does not take up a spot in the duel circle instead it appears behind you (like how a shadow creature does), this in effect means that a Spirit Totem cannot be killed by your opponent (even with AoE spells)

-Spirit Totems as a result only last a certain number of turns. They last 3 more rounds than the cost of the minion they were made from (Example- a Golem minion spirit totem would last 3 rounds)

-Spirit Totems cannot cast spells on themselves instead the spells would be cast on the caster. However, as a result- minion manipulation and buff spells cannot be cast on the spirit totem (or on yourself)

-The Spirit Totem is still considered a separate entity which means it will not use your blades (it will use your traps, however). You can see its current pip level by hovering over it with the mouse.

-A Spirit Totem and a minion cannot exist at the same time. Neither can more than 1 Spirit Totem. Casting another while one is active will overwrite the currently active totem or minion.

Explanation: The biggest tool the myth school is lacking is its minions. Their fragility makes them less and less useful as you level up. They also cannot be used in a full team. Turning them into a Spirit Totem via this spell fixes all of these issues and allows myth some serious utility.

Acquired: Lvl 30

 

Name: Obliterate
Type: Manipulation
Accuracy: 100%
Cost: 6 pips

Description: Remove all positive wards from the enemy team and remove all negative wards from your team

Explanation: The mother of all ward removal spells for the ward removal specialist. This one cleanses your team of pesky wards while leaving your opponent’s team wide open.

Acquired: Lvl 60

 

Name: Lupine Legend
Type: Manipulation
Accuracy: 100%
Cost: 6 pips

Description: This spell casts as either Midnight Wolf or Midday Lycan depending on the conditions on the field. If your opponent has no stun blocks it will cast as Midnight Wolf which will stun the opponent without leaving the automatic stun shield after. However, if your opponent does have a stun block it will cast as Midday Lycan which will remove one stun shield and reduce your opponent’s pips by 1.

Explanation: A powerful card with a unique mechanic, Lupine Legend transforms into one of the 2 cards shown depending on what your opponent has on them. How it works is when you target your opponent with Lupine Legend, it will automatically turn into one of the 2 (depending on your opponent’s circle) and ask you for confirmation before it casts.

Acquired: Lvl 90

What do you think of these spell ideas?
Let us know in the comments below!

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New Utility Spell Ideas: Life

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New Utility Spell Ideas: Life

As we fast approach the end of Empyrea, I believe it is high time we received some new utility spells. As such I have designed 3 new utility spells for each school. I imagine them being acquired at lvl 30, lvl 60 and lvl 90. Each spell follows one of three design principles: 1)Tool(s) a school is missing 2)Team assistive spell and 3)Individual spell. Spring is in the air and with it comes the Life school spell ideas! All cards created by LegendsoftheSpiral’s Card Creator!

Other parts of this series:

Balance Spells Here  
Death Spells Here
Fire Spells Here   
Ice Spells Here   
Myth Spells Here

 

Life Spells

Name: Overgrow
Type: Enhancement
Accuracy: 100%
Cost: 0 pips

Description: -1 pip to the cost of a nonlife AoE and change the spell type and damage inflicted to Life

Explanation:  The Life school has been asking for an AoE for a long time to no avail. This spell flips the concept on its head. Instead of getting an AoE of their own, Life can utilize an off school AoE as their own. It does have built-in limits, Being an enhancement means the Life wizard must have said off school AoE trained. They also cannot enhance said spell with damage enchants and as a result receive a minor pip reduction as compensation.

Acquired: Lvl 30

 

Name: Sow and Reap
Type: Manipulation
Accuracy: 100%
Cost: 4 pips

Description: Increase the cost of all spells in your hand by one pip. Decrease all Teammates spells by one pip. Note that only one Sow and Reap can be in effect per the entire team’s round. 

Explanation: A powerful team support spell that makes your spells more expensive but makes your teammate’s spells much cheaper. Do note only one Sow and Reap can be active per team per round.

Acquired: Lvl 60

 

Name: Ravenous Symbiote
Type: Attack/Manipulation
Accuracy: 100%
Cost: 6 pips

Description: 250 life damage times x and -20% damage times x to a single target. The max value of x is 3. X is equal to the number of heals used in the battle

Explanation: A powerful single target spell that powers up the longer the match lasts. Since the damage and effect is based on the number of heals the caster used in battle, the spell fully powers up in mid to late game. Once fully powered the spell deals 750 damage with a 60% weakness for 6 pips! A great deal.

Acquired: Lvl 90

What do you think of these spell ideas? Let us know in the comments below!

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The Cloaked Feint Glitch Revealed

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The Cloaked Feint Glitch

Recently in Wizard 101’s pvp arena, people have noticed and attempted to take advantage of a particular type of glitch. This glitch involves the combination of the spells cloak and feint. This cloaked feint effect seemed to confer an advantage to the caster-supposedly removing the self-trap portion of feint. However, looks are often deceiving, as we shall soon see.

What the glitch appears to do

The nature of this glitch is that when a cloaked feint is used, the self-trap portion appears not to have been cast. In other words. a cloaked feint looks like a cloaked regular trap to anyone in the duel circle. This seems to offer 2 distinctive advantages to the caster. For one, the enemy is completely unaware that the trap cast on them is a feint, which can lead to an unexpected combo or even an OHKO. The second benefit is that the user no longer appears to cast the self-trap that is the hallmark of feint. Obviously, many pvp players have attempted to take advantage of this and cloaked feint has become a lot more popular in the arena. However, all is not as it seems.

What the glitch actually does

Unfortunately for cloaked feint aficionados, all is not as it appears. Here at Duelist 101, we tested the feint and cloak interaction to see exactly what was going on. It turns out that what is happening is nothing more than a display glitch.

From our testing, it seems that (despite appearances to the contrary) feint’s self-trap does indeed get placed. Any incoming damage from the opponent will still receive the 30% boost from the self-trap.  What is really interesting about this, however, is that the game will not display this damage boost on screen. The damage will appear as the unboosted damage when your attack hits. However, the game will “catch up” at the end of the round and add the damage correctly.

This can be seen when you look at the health of the character on the next round. The damage will have been correctly registered there. This can also lead to the interesting scenario where the caster appears to survive an attack but then dies a few seconds later. What is actually occurring, in this case, is that the caster actually dies but the game displays as if they didn’t. However, the game quickly “catches up” and corrects the visual error, seemingly killing the caster who “survived” the attack. A full video of the glitch testing can be seen below.

Have you noticed any other glitches in PvP? Let us know in the comments below!



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Wizard101 Skeleton Keys – An Updated Guide

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Wizard101 Skeleton Keys – An Updated Guide

I’m sure that some of you have questions about skeleton keys. What are they for? Where can I get them? How do they work? Well, for a detailed introductory guide go read our very own Psylent Night’s article here. However, for a brief description about skeleton keys…

“Skeleton keys are a housing item that can be gained from some select battles in the Spiral. Each key can only be used one time to unlock certain doors that hold many wonders behind them!”

Believe it or not, skeleton keys have been a part of the Spiral for more than 3 years now, just like Darkmoor. I know right! Much has changed since then. New skeleton key bosses have been revealed. There are also new locations where you can find skeleton keys. Not to mention the new worlds of Polaris, Mirage and Empyrea! This article is meant to provide you with this updated information to make your PvE experiences much more fun.

 

Wooden Skeleton Key

Wooden Skeleton Keys

Where can I find Wooden Skeleton Keys?

Wooden Skeleton Keys drop from notable enemies around the Spiral. Here’s a list of all known locations so far:

  • Krampusgarten – Krampus (Wood, Stone and Gold)
  • Krokotopia, Oasis – Ra, Sapoti
  • Kembaalung Village – Tsutsui, Temple Guardian, Temple Phantom, Master Tonkatsu
  • Barkingham Palace – Billy the Cutter, The Woman’s Right Hand, Chief Whip, Noxious Gas Golem, Mister Poole, Doctor Jackall
  • One Shot Dungeons – Master Krokopatra, Master Rattlebones
  • Mooshu:
    • Jade Palace – Jade Oni
    • Crimson Fields – War Oni
    • Cave of Solitude – Takanobu the Masterless
    • Shirataki Temple – Plague Oni
    • Village of Sorrow – Oakheart
    • Tree of Life – Nomoonaga, Kagemoosha, Death Oni, Youkai
  • Zafaria, Waterfront – Captain Hockins
  • Mirage, Aggrobah – Mimic

Where can I use the Wooden Skeleton Keys?

  • Krampusgarten – Krampus
  • Kembaalung Village:
    • Top of the Pagoda of Harmony (contains treasure chest)
    • Hollow Mountain in the Kembaalung Village (contains side boss Temple Phantom)
  • Barkingham Palace:
    • State Wing, on the left in the second room (contains side boss Billy the Cutter)
    • Main Hall, on the left in the second room (contains treasure chest)
  • Lower Zigazag – near the area of the third mob battle (contains treasure chest)
  • Cave of Solitude – Takanobu the Masterless
  • Krokotopia LibraryRa, Sapoti

 

Stone Skeleton Key

Stone Skeleton Keys

Where can I find Stone Skeleton Keys?

Stone Skeleton Keys drop from notable enemies around the Spiral. Here’s a list of all known locations so far:

  • Krampusgarten – Krampus (Wood, Stone and Gold)
  • Wizard City, Sunken City – Simon the Sayer
  • Krokotopia, Oasis – Ra, Sapoti
  • Lower Zigazag – In’Zhizor, Kus’Bhid, Moh’Lharz
  • House of Scales – Bellosh, Izft, Apep the Snaky One, Ammit the Devourer
  • Zafaria, Waterfront – Captain Hockins
  • Avalon:
    • Caliburn – Bane Wyrm
    • High Road – Caoranach the Fire Spitter, Jabberwock
    • The Wild – Kayla, Kiva and Keela White Talon
    • Outer Yard – Pendragon
    • Crystal Caves – Lambent Fire
  • One Shot Dungeons – Archmage Meowiarty 
  • Azteca, Three Points – Ixcax Cursedwing
  • Mirage, Aggrobah – Mimic

Where Can I Use the Stone Skeleton Keys?

  • Krampusgarten – Krampus
  • Wizard City, Sunken City – Simon the Sayer
  • Lower Zigazag – on a bridged island near the first fight (contains side boss In’Zhizor)
  • House of Scales – in the room with the health wisps and boss Izft fight (contains side boss Bellosh)
  • Zafaria, WaterfrontCaptain Hockins
  • Avalon, Crystal CavesLambent Fire
  • Azteca, Three PointsIxcax Cursedwing

 

Gold Skeleton Key

Gold Skeleton Keys

Where Can I Find Gold Skeleton Keys?

Gold Skeleton Keys drop from notable enemies around the Spiral. Here’s a list of all known locations so far:

  • Krampusgarten – Krampus (Wood, Stone and Gold)
  • Krokotopia, Oasis – Sapoti
  • Zafaria, Waterfront – Captain Hockins
  • Azteca, Three Points – Ixcax Cursedwing
  • Darkmoor:
    • Castle Darkmoor – Howling Chaney, Sir Blackwater
    • Upper Halls – Akhtang Wormcrawl, Bunferatu, Spirit of Darkmoor, Shane von Shane
    • Graveyard – Yevgeny Nightcreeper, Aphrodite II, Shane von Shane, Malistaire the Undying
  • One Shot Dungeons – Exalted Krokopatra, Exalted Rattlebones, Exalted Meowiarty, Exalted Zeus
  • Polaris, River of the Frozen Tears – Omen Stribog
  • Mirage, Aggrobah – Mimic

Where Can I Use the Gold Skeleton Keys?

  • KrampusgartenKrampus
  • Darkmoor:
    • Castle Darkmoor – in the middle of the stairs to the observatory (contains treasure chest)
    • Upper Halls – in the middle of the stairs (contains side boss Bunferatu)
    • Graveyard – Aphrodite II
  • Polaris, River of the Frozen TearsOmen Stribog
  • Mirage, AggrobahMimic

 

Additionally, all of the above keys can be obtained from the Winterland Pack. However, you can only get the key that’s more appropriate for your wizard’s level.

Which boss will you fight first? Let us know in the comments below!



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Tournament Guide for Beginners

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Tournament Guide for Beginners

You might have been wondering how tournaments work. Maybe you’ve never tried them, but you’d like to. Maybe you tried them, but didn’t really get into them properly. Whatever the case, misthead teamed up with ADawny to bring you the information about tournaments you might have been waiting for!

What happens in a Tournament?

You need to be at least level 10 to join a tourney. A tournament consists of four matches. A new round of matches starts once all the matches of the previous round have played out. This means that, if you kill really quickly, you will have to wait till the slowpokes finish their matches. You can go watch their matches if you’re bored or want to know how they play. Each round has a time limit and if a match takes too long, Diego the Duelmaster will come and declare a winner.

 

What kind of Tournaments are there?

Firstly, you can do a tourney on your own or as a group. Depending on how many players there are, the matches’ length differs.

  • A 1v1 Tournament lasts for 60-115 minutes.
  • A 2v2 Tournament lasts for 80-135 minutes.
  • A 3v3 and a 4v4 Tournament lasts for 120-175 minutes.

Secondly, there are different styles of tourneys. Make sure you read the rules when you sign up, so that you know what you’re getting into. Tournaments can, and usually will, end before the time limit. It just depends on how quickly each round ends.

Quick Match Tournaments

A Quick Match Tournament has 10 minute matches. The damage is increased each round by 10%, with the maximum damage being 200%. All your spells will also have 20% added pierce. These tourneys are really quick, with matches often taking only 3-4 rounds.

Small decks are the goal, because you need to be able to draw what you need to kill ASAP. Shielding can lose you a round that you could benefit in other ways, but that extra bit of defense might save you. You could try packing 1 tower for emergencies. You shouldn’t heal, although some players go for a generally frowned upon strategy called setting. In this strategy, they use ward pets to a player’s specific school and spam heals. 

Classic Tournaments

Classic tourneys have no pets, no treasure cards and no amulets allowed. It’s supposed to be like “old school” PvP. If you’re a Life wizard used to using Myth spells in ranked PvP, please remember your Myth mastery amulet will not work in this tourney style! You might want to play these matches like you would play ranked PvP, which means, among other things, saving your pips until you can pull off a combo.

Try to stick to your own school spells, but don’t be afraid to explore! Infection is a really crucial spell for classic tournaments at the lower-to-mid-level range. In addition, weakness shines all the way  to max level. For this tourney style as well, you should use small decks, and apply efficient offensive play. Some life wizards heal and bladestack, but you have to be fairly comfortable with Diego to do this successfully.

 

School Perk Tournaments

School Perk tourneys give a bonus to spells of a certain school. There are Myth-Storm tourneys, Ice-Fire tourneys and Life-Death tourneys. There is also one for Balance, where only Balance gets a boost. This tourney style is not popular. As you can expect, people often set with high resist for the two schools in question.

 

Turn-Based Tournaments

Turn-based tourneys are a little bit slower, because each team will select and cast their spells before the next team gets their turn. In this tourney style, you actually benefit from going “second” because you get an extra pip. No more guessing what your opponent will do when you’re second! For once you’ll have time to triage rampage’s damage off! This is a complex type of tourney because we’re not used to this kind of play. It’s hard to pull off combos.

 

What happens when you can’t kill?

If you’re not able to kill within the maximum time allocated for the match, Diego will jump in and declare the winner. Unfortunately Diego is currently a little blind, so the winner might not be the one you’re expecting. You will get less points for a Diego-win, in 1v1 it is 90 points vs. 100 for outright win!

There are certain things we have found that help you please Diego. He especially likes whoever has more cards in their deck. This matters more than both your amount of pips and your health. So don’t discard too heavily if you can’t reshuffle and it looks like Diego will need to decide the winner!

Some careful testing of Diego’s decision making process led to the following results: in a controlled environment, the amount of cards left in your deck carried a lot of weight in Diego’s decision. The participants’ health also mattered, though on a much lower scale. The amount of pips you have matters even less than that. Being first or second had no influence on Diego’s decision making at all.

 

How much does a Tournament cost?

Tourneys cost a different amount depending on two things. Firstly, it depends on whether you have membership or not. If you have membership, tourneys will cost you gold. If you don’t, tourneys cost crowns. For someone without a membership, the cost is 849 crowns per tourney.

Secondly, for members, the price also differs depending on your level. The gold cost goes up 2k every 10 levels, so a level 11 wizard will only pay 2k gold if you have membership. On a grandmaster wizard, the tourneys will cost you 10k gold. Even higher up, a level 125 wizard will pay 24k gold.

 

What types of opponents can you expect?

Tourneys attract different kinds of people, so you can expect both very experienced people and newbies as opponents. In tourneys, your rank doesn’t matter at all, so privates do end up fighting warlords.

Try-hard tournament duelists often use another account to scout matches. That way, they know what school the opponents are and what strategies they might use. This in itself is fine (you could do it too!). Sadly it also leads to setting. Setting means that – if they see you’re from a certain school – they will put on gear with super high resist for your school. We’re hoping Kingsisle will do something about this by making it impossible to see who’s in your tourney.

 

What badges can you get from doing tournaments?

You can get four different badges for doing tourneys. A tourney win means you’re in first place. If there is a tie, both wizards in first place will get a gold trophy, but only one will get a win point. Tourney points are given based on how each match goes. Even if you lose, you will get some tourney points.

1 tourney win

10 tourney wins

3000 tourney points

10,000 tourney points

How are the points for each match counted?

At the conclusion of each match, you automatically get points. Winning and losing give you different amounts of points. Look at the image below for the amounts. These points determine your position in the tourney. In addition, the points of every tourney you do are counted together. Based on the total amount, you might end up on the leaderboard. The people highest up in the tourney leaderboard have the most points. As such, your leaderboard position isn’t determined by winning, but rather by how many points you’ve gathered. Even if you end up in the last place for every tourney you do, you will still be placed on the tournament leaderboard if you do enough matches to gather points.

 

What happens if you flee or have to go offline during a Tournament?

When you do this, you will gain zero points. You will, however, still be part of the tourney! If you fled, this means you will still be called for the next fight.

If you went offline, you will get your rewards when you sign in the next time. Note that, to get rewards, you have to be online when they tourney starts and accept it. If you don’t, you will get no rewards, but your next tourney will be free of cost.

 

What happens when less than 16 players sign up for a Tournament?

A full tourney consists of 16 people. However, tourneys with less people are still possible. The least amount of participants for a tourney is 4 people. If less than 4 sign up, the tourney will be canceled. It is beneficial for you when there are less people in a tourney, because you will get prizes based on your position. If there are only 4 people in a tourney, the lowest place you can get is fourth and, thus, you will get the rewards of someone who’s fourth.

 

What does it mean when you get a bye?

A bye is essentially a Diego-win. You get 90 points without having to fight. Just enjoy yourself while you wait for the next round! These byes are given when there is an uneven number of participants in the tourney. Usually it’s a different person getting the bye every round.

 

What’s an “uneven” tournament?

Uneven matches mean there’s a person five levels below or above you in your bracket. This can lead to slightly unfair matches sometimes, so you get to opt out if you want to. If you don’t accept the uneven tourney, your next tourney will be free of cost.

 

What kind of rewards will you get from Tournaments?

To start with, you will get tickets. The amount of tickets depends on how you succeed in the tourney. First place will give you 1250 tickets, while last place will give you 250 tickets.   Many tournaments also reward “bonus”  tickets.  You can see the amounts specific to your tournament before signing up by clicking the “prizes” icon for that tournament.

Place Tickets
1st 1,250
2nd 1,000
3rd 750
4th 650
5th 550
6th 500
7th 475
8th 450

Place Tickets
9th 425
10th 400
11th 375
12th 350
13th 325
14th 300
15th 275
16th 250

In addition, you can also get a trophy. First place will get a gold trophy housing item, second place a silver one and third a bronze one. Display these in your house to impress visitors! Furthermore there are also random items you can win. These include seeds, pet snacks, reagents and treasure cards.

If you want to, you can pay a certain amount of crowns when you get your rewards. Just click “reroll” to get a random amount of extra tickets. The first reroll will cost you 50 crowns.

 

Do you feel ready to participate
in a tournament now?



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Best Death PvP Pets

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Best Death PvP Pets

In this series, I will be looking at what pets are the most popular among overlords. I will give an overview of what your best pet options are.

Today, we’re looking at Death. Jeremy Ravenhunter’s favorite school! A difficult school, however, there really aren’t many good Death pets around!

This article is based on the data I collected in November and December of 2017. I collected screenshots of the pets of a total on 307 overlords. However, when divided per school, the data is too limited to draw wide conclusions about the subject. I only have 33 Death pets, for example. That’s a pretty small amount. Where the data isn’t complete, I will add my own pet suggestions.

 

1. Enchanted Armament

Best Ice PvP PetsI think you won’t be surprised if I say the Enchanted Armament once again steals first place. All schools have the Enchanted Armament in the top three. No doubt its three sharpened blade cards are very useful when blade stacking. Of my Death overlords, five were using an Enchanted Armament. One of those Overlords was an Adept, one a Legendary and three were Champions.

Why is the Enchanted Armament a Good Pet for Death?

These Sharpened Blade cards can allow for nice bladestacking strategies. Death’s Deadly Minotaur and Skeletal Dragon can do some serious damage with a couple of extra blades.

Level range: Any
Playstyle: Offensive or bladestacking

 

2. Wildwood Yeti

With three overlords, the Wildwood Yeti is fairly popular. I found one Magus, one Legendary and one Grandmaster Death wizard with a Wildwood Yeti pet. This is definitely is one of the cutest Death pets around.

Why is the Wildwood Yeti a Good Pet for Death?

This pet comes with two cards: a Deathblade (which is always useful) and a Bonetree Lord AoE attack. Death gets Scarecrow very late: only at level 48. In addition, Death can learn Deer Knight, but this requires either a lot of Lore farming or a lot of luck with packs. Honestly, I can’t really see the appeal of this pet. Bonetree Lord is a really cool looking spell, but it’s a lot of pips and you don’t even get your health back like with Scarecrow (which costs one pip less). 

Level range: Any
Playstyle: Any

 

3. Red Ghost

Two overlords chose a Red Ghost as their pet: one was a Magus and the other a Legendary wizard.

Why is the Red Ghost a Good Pet for Death?

Death lacks a damage bubble, which is especially annoying at lower levels. The three Red Ghost item cards this pet gives solve that problem. In addition to a little damage, this spell will change the bubble to a Death damage bubble. The only tricky part is that, if you’ve been blading yourself already, you will lose your blades casting this spell.

Level range: Any, but especially lower level
Playstyle: Any

 

4. Vampire

Two Death overlords were sporting a Vampire pet: one was a Legendary and the other an Exalted. Both were running an aggressive strategy.

Why is the Vampire a Good Pet for Death?

I’m actually not all that sure! I’d prefer a Red Ghost or an Enchanted Armament over the Vampire. The Vampire does come with three item cards, which is always better than just one. Still, both the Legendary and the Exalted wizard using this pet have the trained version of this spell, so why do they need the item card? It’s a mystery to me!

Level range: Any
Playstyle: Any

 

4. Ghulture

This newish lvl 118 pet is not popular just yet, but it shows promise if you ask me. None of the overlords I ran into was using this pet, so I see it as an honorable mention.

Why is the Ghulture a Good Pet for Death?

The Ghulture comes with three item cards: a Deathblade, a Feint and a Death pierce/crit bubble. Of these, the blade is the most useful of course. Still, the Feint can come in handy for the damage tick of Skeletal Dragon. The bubble solves Death’s lack of a bubble at low levels pretty well even though it costs 4 pips.

Level range: Any
Playstyle: Any

 

 

4. Avenging Fossil

This pet is similar to the Ghulture, except that it comes with an attack card instead of a bubble. None of the overlords I ran into were using this pet.

Why is the Avenging Fossil a Good Pet for Death?

Just like the previous pet, any Death wizard can benefit from both an extra blade (always) and a feint (occasionally). The third card, the Avenging Fossil, is less useful because it’s front-loaded so hitting into shields is pretty useless. I guess with the right strategy, you could make this work.

Level range: Any
Playstyle: Any

 

6. Gloomy Eye

Here’s a personal favorite of mine! None of the overlord Deaths I found were using this pet.

Why is the Gloomy Eye a Good Pet for Death?

In addition to being SUPER CUTE (am I the only one who likes giant floating eyeballs?), this pet comes with some useful cards. Just like the previous two pets, it comes with a Deathblade item card. In addition, it has a Colossafrog, which does 265-325 damage to all opponents for 4 pips. It’s basically the AoE attack spell Death is missing. The damage is on the low end, sadly. The third card is called Petrify, which is a two pip spell that stuns all opponents.

Level range: Any
Playstyle: Any

7. Shadow Beast

Another honorable mention, because none of the overlords I took screenshots of were using this pet. It’s here for old time’s sake, I remember loving this cute pet so much when it was new.

Why is the Shadow Beast a Good Pet for Death?

The one Deathblade item card this pet has gives some extra oomph to Death’s hits. Of course the two previously mentioned pets come with this same item card AND two other cards in addition to it. In comparison to those, this pet is less useful. I do think you’ll probably be able to find a good Shadow Beast more easily than one of the previous pets though!

Level range: Any
Playstyle: Any

 

 

As you can see from the table at the top of the page, overlords have many more pet options than I have mentioned here. These pets are the ones that I consider the best, but you can of course choose yourself. Just like Ice, some Deaths have particular strategies with for example a Balance mastery, combined with a Flamenco Tocador (3 overlords) or a Clockwork Paladin pet (2 overlords). These specific strategies are not included in this article.

 

Do you know of another good Death pet?
Let us know in the comments!

 



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New Spell Ideas: Seeker Spells

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Seeker Spells

It’s a new year and what better way to start it off than with some new spell ideas? Thanks to Legends of The Spiral’s awesome Card Creator tool (link here) I am able to bring these spells to you in the clearest way possible. Today’s article will center around a new spell mechanic I envision: Seeker Spells!

What is a Seeker Spell?

A Seeker Spell would be a type of spell that, when cast, adds another spell to your hand. The spell added to your hand would be added as a regular spell card, allowing you to enchant it. Seeker spells have numerous potential applications: they could allow you to summon copies of cards that you don’t have in your deck, and they could allow you to summon a card exactly when you need it. However, for my first batch of Seeker spells, I designed them to summon TC and item cards that typically aren’t available to the players to train or purchase. For the PvP top tiers, I designed spells that would be useful in PvE, while I gave the low tier PvP classes more potent PvP tools. In order to balance Seeker Spells’ powerful summoning effect, I made them deal 10% less damage than their equivalent pip counterparts. All Seeker spells would be acquired at level 78 via side quest.

Balance Seeker Spell

 

Explanation: As a top tier PvP school, I allowed the balance spell to add a PvE card to their hand. Balance struggles with Balance mobs and has no off-school AoE spells until level 108. Lernaean Hydra neatly addresses this issue.

 

Death Seeker Spell

 

Explanation: Death in PvP struggles to spike damage, especially from second. Deadly Minotaur addresses this issue while becoming more potent with the ability to further enchant it.

 

Fire Seeker Spell

 

Explanation: As a top tier PvP school, Fire’s seeker spell also gives it a PvE oriented spell. Between Meteor and Raging Bull – Fire has no burst Damage AoE, Fiery Giant bridges that gap.

 

Ice Seeker Spell

 

Explanation: Ice’s spell gives it a much needed high damage single hit for use in PvE.

 

Life Seeker Spell

 

Explanation: Life is in need of a low pip AoE for PvE and Potboiler certainly fits the bill. Note that Life’s spell was given a reduced cost of 2 pips to allow it to instantly use Potboiler the round after. There is little point in a low pip AoE if you still need to wait the same number of rounds to cast it as you would with Forest Lord.

 

Myth Seeker Spell

 

Explanation: A spell that offers less combo utility than Medusa, but does a lot more damage. Its nature as an AoE also makes it useful in PvE as a hard-hitting AoE until myth receives Mystic Colossus. Notice that myth’s spell was given a reduced cost of 1 pip. This is due to the fact that Lord Humongofrog would have to compete with Medusa and (in a PvP environment)-the more rounds Myth spends without stunning, the more likely they will not be able to stun at all during the match.

 

Storm Seeker Spell

 

Explanation: Storm has no offensive/defensive utility and struggles to deal with enemies in the late game. Water Efreet makes great strides towards mitigating this issue.

 

What Do You Think of Seeker Spells?

Leave Your Own Ideas for Spells that Card Seeker 
Could Summon in the Comments Below!



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